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Initiative Tweaks
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<blockquote data-quote="tomBitonti" data-source="post: 3598168" data-attributes="member: 13107"><p>The system has a couple of effects:</p><p></p><p>*) A round is normalized 20 to initiative points.</p><p></p><p>*) The flat-footed condition is redefined.</p><p></p><p>*) Actors get an action even after they are removed from initiative, say, because they were dropped by an attack.</p><p></p><p>*) Partial-round actions (costing 10 initiative points) are allowed.</p><p></p><p>The result that I am trying to achieve is to allow actors the chance to act even when they are removed from initiative, a "last action" that would seem to fall out of the mapping of simultaneous action to an initiative system. To get to the last two effects, I had to force initiative to be normalized.</p><p></p><p>My reasoning is that two actors, one on initiative 11 and the other on initiative 10, are going right after each other. The effect of the actor on initiative 11 ought not to take effect until some point in the actor on initiative 10's go. That should leave the actor on initiative 10 an opportunity to get a little done before 11's action takes effect.</p><p></p><p>I was thinking to follow this with the idea of committed actions, for example, if you are hit by a fireball, you may gain a +2 to your reflex roll by hitting the dirt (falling prone), or a +4 bonus by moving out of the area of the fireball, but as a consequence committing you to take the specified action as your next action. In this case, falling prone is a free action, and the move is either a 5' step or a move action.</p></blockquote><p></p>
[QUOTE="tomBitonti, post: 3598168, member: 13107"] The system has a couple of effects: *) A round is normalized 20 to initiative points. *) The flat-footed condition is redefined. *) Actors get an action even after they are removed from initiative, say, because they were dropped by an attack. *) Partial-round actions (costing 10 initiative points) are allowed. The result that I am trying to achieve is to allow actors the chance to act even when they are removed from initiative, a "last action" that would seem to fall out of the mapping of simultaneous action to an initiative system. To get to the last two effects, I had to force initiative to be normalized. My reasoning is that two actors, one on initiative 11 and the other on initiative 10, are going right after each other. The effect of the actor on initiative 11 ought not to take effect until some point in the actor on initiative 10's go. That should leave the actor on initiative 10 an opportunity to get a little done before 11's action takes effect. I was thinking to follow this with the idea of committed actions, for example, if you are hit by a fireball, you may gain a +2 to your reflex roll by hitting the dirt (falling prone), or a +4 bonus by moving out of the area of the fireball, but as a consequence committing you to take the specified action as your next action. In this case, falling prone is a free action, and the move is either a 5' step or a move action. [/QUOTE]
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